The primary conceit of this class should be spending hit dice to fuel class abilities. Because you'll be spending hit dice, you'll lose some recovery capacity. I'll combat this in two ways: one, gain temp HP when you spend a hit die, and two, regain half hit dice on a short rest...
Level
Proficiency Bonus
Features
1
2
Specialized Architecture, Augmented Frame
2
2
Action Surge (one use)
3
2
Heart of the Golem
4
2
Ability Score Improvement
5
3
Implacable
6
3
Ability Score Improvement
7
3
Heart of the Golem Feature
8
3
Ability Score Improvement
9
4
Forged in Onatar's Fires (charmed, frightened, polymorphed)
10
4
Heart of the Golem Feature
11
4
Indestructible
12
4
Ability Score Improvement
13
5
Forged in Onatar's Fires (paralyzed, petrified)
14
5
Ability Score Improvement
15
5
Heart of the Golem Feature
16
5
Ability Score Improvement
17
6
Action Surge (one use), Forged in Onatar's Fires (exhaustion)
18
6
Heart of the Golem Feature
19
6
Ability Score Improvement
20
6
Soul of Admant
Hit Dice: 1d10 per level
Hit Points at 1 Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Smith's tools
Saving Throws: Dexterity, Constitution
Skills: Choose from Athletics, Acrobatics, Stealth, Perception, Survival, Deception, Intimidation
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
Specialized Architecture:
You adopt a particular function as you specialty. Choose one of the following options. You can't take a Specialized Architecture more than once, even if you later get to choose again.
Mirrorskin – As an action, spend a hit die to cast invisibility on yourself.
Lookout's Vision – As a bonus action, spend a hit die to gain vision out to a mile, or to gain darkvision 60', tremorsense 30', or blindsight 10'.
Cat's Fall – As a reaction, spend a hit die to cast feather fall on yourself.
Grasshopper Leap – As an action, spend a hit die to cast jump on yourself.
Deflect Missiles – As a bonus action, spend a hit die to give all missile attacks against you disadvantage for 10 minutes.
Augmented Frame:
You regain half your hit dice, rounded up, on a short rest as well as a long rest.
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Heart of the Golem:
At 3rd level, you choose an archetype that you embody through your enhanced frame. Choose Flesh, Clay, Stone, or Iron, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement:
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Implacable:
Whenever you spend a hit die to use one of your class features, roll the die and add half that number as temporary hit points.
Forged in Onatar's Fires:
Beginning at 9th level, you can use your action to end a condition on yourself. If you do so, you must choose charmed, frightened, or polymorphed; and you can’t use this feature again until you finish a long rest.
At 13th level, add paralyzed and petrified to the list of conditions you can end in this way, and at 17th level add exhaustion to the list of conditions you can end in this way.
Indestructible:
Whenever you spend a hit die to use one of your class features, roll the die and add that number as temporary hit points.
Soul of Adamant:
If damage would reduce you to 0 hit points or less, make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead.
Flesh
Skinmask:
At 3 level, you can spend a hit die to adopt a more human-like architecture. While you are using this adaptation, you need to eat, sleep, and breathe; you are susceptible to exhaustion and cannot benefit from your sentry's rest feature. Your creature type becomes humanoid.
Cutthroat:
At 3 level, your necrotizing flesh gives you the ability to harm foes you catch off guard. When you attack a target and that target would be susceptible to a sneak attack, you can choose to inflict one of the following conditions: blinded, deafened, poisoned. At the end of each turn, your foe can attempt a STR save against 8 + your proficiency + your CON, ending the condition on a success.
Simulated Empathy
At 7 level, you gain proficiency in the Deception and Persuasion skills. If you are already proficient in either, you double your proficiency bonus when using that skill.
Emissary's Gambit
At 10 level, you can spend a hit die to mold your flesh. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Occluded Presence
At 15 level, you can spend a hit die to gain the benefit of nondetection using your reaction. You retain this benefit while you maintain concentration as if concentrating on a spell. Once you use this ability, you are unable to do so again until you finish a long rest.
Promethean Spark
At 18 level, your body regenerates in the presence of electricity. Whenever you are subjected to lightning damage, you take no damage and instead regains a number of hit points equal to the lightning damage dealt. In addition, you can spend a hit die to cast lightening bolt. CON is your spellcasting ability.
Clay
Spellcasting
Spells known
The Spells Known column of the Clay Golem Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Spellcasting ability – INT
Lvl
Cantrips
Spells
1
2
3
4
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
Slippery
Also at 3 level, any time you use your action to cast a cantrip, you can use your bonus action to disengage or to dash.
Haste
At 7 level you can cast haste by spending a hit die.
Slippery Strike
At 10 level, you can use your bonus action to dash or disengage when you cast a spell with your action. In addition, if you hit a creature with an attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Black Blood of the Earth
At 15 level, whenever you are subjected to acid damage, you take no damage and instead regains a number of hit points equal to the acid damage dealt. In addition, add acid splash to your list of cantrips.
Improved Haste
At 18 level when you spend a hit die to cast haste on yourself, you do not need to concentrate.
Stone
Adept Crafter
At 3 level, gain proficiency with 2 tools of your choice.
Right Tool for the Job
Also at 3 level, you can produce any tool from your substance at the end of a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Impassive
You gain resistance to psychic damage at 7 level. In addition, you can spend a hit die to cast slow. CON is your spellcasting attribute.
Crashing Charge
At level 10, you can use your bonus action to shove an enemy prone. In addition, your movement does not provoke attacks of opportunity from prone enemies, and if you spend at least 10 feet of movement moving through a prone enemy's space, that enemy takes 2d8 bludgeoning damage.
Master Crafter
Gain proficiency with every tool at level 15.
Juggernaut
At 18 level, you can spend a hit die to increase your size to large. If you do, you gain immunity to the prone condition, your movement through an enemy's space causes damage that counts as magical, and that movement deals an additional d8 of damage. Your change in size lasts for 1 minute for each hit die you spend and you can spend more than 1 hit die in this way.
Iron
Arsenal of Jagged Edges
At the end of a short or long rest, you can produce any simple or martial melee weapon from your substance. Though the product of magic, the weapons are nonmagical, and they vanish when you use this feature again.
Whirlwind of Ferrous Slashes
Also at 3 level, you can spend a hit die to make one weapon attack as a bonus action.
Improved Whirlwind
At level 7, weapons you create from your substance count as magical for purposes of overcoming damage reduction, and when you spend a hit die to attack as a bonus action, you instead make two weapon attacks.
Poison Breath
At 10 level, you can spend 5 hit dice to exhale poison in a 15 foot cone. Each creature in that area must make a Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. CON is the attribute for your save DC.
Magic Resistance
At level 15, you gain resistance to spells and their effect.
Fire Absorption
Whenever you are subjected to fire damage, you take no damage and instead regains a number of hit points equal to the fire damage dealt. You also regain a hit die any time you gain hit points in this way.
I don't see the need to make "robot" a whole class. There are a couple of interesting ideas, but they could be better represented as racial feats. I should also point out that the class itself doesn't really do anything. You get proficiency in medium armor and martial weapons, as well as a d10 hit die, but there's not anything in the class that makes using weapons an actually good option. There are a number of other problems in the features which I can say if requested, but those problems pale in comparison to the lack of identity the class has.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I don't see the need to make "robot" a whole class. There are a couple of interesting ideas, but they could be better represented as racial feats. I should also point out that the class itself doesn't really do anything. You get proficiency in medium armor and martial weapons, as well as a d10 hit die, but there's not anything in the class that makes using weapons an actually good option. There are a number of other problems in the features which I can say if requested, but those problems pale in comparison to the lack of identity the class has.
Would a taunt feature fix the issue of not doing anything?
I don't see the need to make "robot" a whole class. There are a couple of interesting ideas, but they could be better represented as racial feats. I should also point out that the class itself doesn't really do anything. You get proficiency in medium armor and martial weapons, as well as a d10 hit die, but there's not anything in the class that makes using weapons an actually good option. There are a number of other problems in the features which I can say if requested, but those problems pale in comparison to the lack of identity the class has.
Would a taunt feature fix the issue of not doing anything?
You've taken Fighter which is the most weapon-combat-focused class in the game, taken away it's ability to be good at using weapons, and replaced that with some self-defensive options and a handful of awful spells.
If I made one of these and put it into combat as a level 7 character, it could make one longbow attack per Action, and that's it.... oh if I tool the Clay subclass I could cast Chill Touch. Outside of combat I could turn invisible and that's it.
The class is not good at taking hits, it is not good at using weapons, isn't good at skill checks, isn't good at casting spells, isn't able to heal itself or allies. It has amazing saving throws and resilience against conditions but those are passive defensive things. You've given it action surge but I struggle to think of two actions I would want to take on my turn...
I don't see the need to make "robot" a whole class. There are a couple of interesting ideas, but they could be better represented as racial feats. I should also point out that the class itself doesn't really do anything. You get proficiency in medium armor and martial weapons, as well as a d10 hit die, but there's not anything in the class that makes using weapons an actually good option. There are a number of other problems in the features which I can say if requested, but those problems pale in comparison to the lack of identity the class has.
Would a taunt feature fix the issue of not doing anything?
You've taken Fighter which is the most weapon-combat-focused class in the game, taken away it's ability to be good at using weapons, and replaced that with some self-defensive options and a handful of awful spells.
If I made one of these and put it into combat as a level 7 character, it could make one longbow attack per Action, and that's it.... oh if I tool the Clay subclass I could cast Chill Touch. Outside of combat I could turn invisible and that's it.
The class is not good at taking hits, it is not good at using weapons, isn't good at skill checks, isn't good at casting spells, isn't able to heal itself or allies. It has amazing saving throws and resilience against conditions but those are passive defensive things. You've given it action surge but I struggle to think of two actions I would want to take on my turn...
I don't see the need to make "robot" a whole class. There are a couple of interesting ideas, but they could be better represented as racial feats. I should also point out that the class itself doesn't really do anything. You get proficiency in medium armor and martial weapons, as well as a d10 hit die, but there's not anything in the class that makes using weapons an actually good option. There are a number of other problems in the features which I can say if requested, but those problems pale in comparison to the lack of identity the class has.
Would a taunt feature fix the issue of not doing anything?
You've taken Fighter which is the most weapon-combat-focused class in the game, taken away it's ability to be good at using weapons, and replaced that with some self-defensive options and a handful of awful spells.
If I made one of these and put it into combat as a level 7 character, it could make one longbow attack per Action, and that's it.... oh if I tool the Clay subclass I could cast Chill Touch. Outside of combat I could turn invisible and that's it.
The class is not good at taking hits, it is not good at using weapons, isn't good at skill checks, isn't good at casting spells, isn't able to heal itself or allies. It has amazing saving throws and resilience against conditions but those are passive defensive things. You've given it action surge but I struggle to think of two actions I would want to take on my turn...
What makes it fail at taking hits?
It has no heavy armor, no shields, and no features that support it tanking. Many of its features actively remove hit dice, and replacing Extra Attack with a horrible feature that gives you an average of 2.5 temporary hp doesn't help at all. The 20th level feature is a much worse version of an already pretty bad feature that Barbarians get at level 11. Anyways, whether or not it can take hits is irrelevant since no monster is going to hit it. Because it can't do anything.
If your goal is to make a class that can do nothing but take hits, then...
You've failed. This class couldn't last a second against a real enemy
You should stop. A class whose whole shtick is "I am present on the battlefield" is never going to be fun to play.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
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The primary conceit of this class should be spending hit dice to fuel class abilities. Because you'll be spending hit dice, you'll lose some recovery capacity. I'll combat this in two ways: one, gain temp HP when you spend a hit die, and two, regain half hit dice on a short rest...
Level
Proficiency Bonus
Features
1
2
Specialized Architecture, Augmented Frame
2
2
Action Surge (one use)
3
2
Heart of the Golem
4
2
Ability Score Improvement
5
3
Implacable
6
3
Ability Score Improvement
7
3
Heart of the Golem Feature
8
3
Ability Score Improvement
9
4
Forged in Onatar's Fires (charmed, frightened, polymorphed)
10
4
Heart of the Golem Feature
11
4
Indestructible
12
4
Ability Score Improvement
13
5
Forged in Onatar's Fires (paralyzed, petrified)
14
5
Ability Score Improvement
15
5
Heart of the Golem Feature
16
5
Ability Score Improvement
17
6
Action Surge (one use), Forged in Onatar's Fires (exhaustion)
18
6
Heart of the Golem Feature
19
6
Ability Score Improvement
20
6
Soul of Admant
Hit Dice: 1d10 per level
Hit Points at 1 Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Smith's tools
Saving Throws: Dexterity, Constitution
Skills: Choose from Athletics, Acrobatics, Stealth, Perception, Survival, Deception, Intimidation
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) scale mail or (b) leather armor, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
Specialized Architecture:
You adopt a particular function as you specialty. Choose one of the following options. You can't take a Specialized Architecture more than once, even if you later get to choose again.
Mirrorskin – As an action, spend a hit die to cast invisibility on yourself.
Lookout's Vision – As a bonus action, spend a hit die to gain vision out to a mile, or to gain darkvision 60', tremorsense 30', or blindsight 10'.
Cat's Fall – As a reaction, spend a hit die to cast feather fall on yourself.
Grasshopper Leap – As an action, spend a hit die to cast jump on yourself.
Deflect Missiles – As a bonus action, spend a hit die to give all missile attacks against you disadvantage for 10 minutes.
Augmented Frame:
You regain half your hit dice, rounded up, on a short rest as well as a long rest.
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Heart of the Golem:
At 3rd level, you choose an archetype that you embody through your enhanced frame. Choose Flesh, Clay, Stone, or Iron, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement:
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Implacable:
Whenever you spend a hit die to use one of your class features, roll the die and add half that number as temporary hit points.
Forged in Onatar's Fires:
Beginning at 9th level, you can use your action to end a condition on yourself. If you do so, you must choose charmed, frightened, or polymorphed; and you can’t use this feature again until you finish a long rest.
At 13th level, add paralyzed and petrified to the list of conditions you can end in this way, and at 17th level add exhaustion to the list of conditions you can end in this way.
Indestructible:
Whenever you spend a hit die to use one of your class features, roll the die and add that number as temporary hit points.
Soul of Adamant:
If damage would reduce you to 0 hit points or less, make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead.
Flesh
Skinmask:
At 3 level, you can spend a hit die to adopt a more human-like architecture. While you are using this adaptation, you need to eat, sleep, and breathe; you are susceptible to exhaustion and cannot benefit from your sentry's rest feature. Your creature type becomes humanoid.
Cutthroat:
At 3 level, your necrotizing flesh gives you the ability to harm foes you catch off guard. When you attack a target and that target would be susceptible to a sneak attack, you can choose to inflict one of the following conditions: blinded, deafened, poisoned. At the end of each turn, your foe can attempt a STR save against 8 + your proficiency + your CON, ending the condition on a success.
Simulated Empathy
At 7 level, you gain proficiency in the Deception and Persuasion skills. If you are already proficient in either, you double your proficiency bonus when using that skill.
Emissary's Gambit
At 10 level, you can spend a hit die to mold your flesh. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Occluded Presence
At 15 level, you can spend a hit die to gain the benefit of nondetection using your reaction. You retain this benefit while you maintain concentration as if concentrating on a spell. Once you use this ability, you are unable to do so again until you finish a long rest.
Promethean Spark
At 18 level, your body regenerates in the presence of electricity. Whenever you are subjected to lightning damage, you take no damage and instead regains a number of hit points equal to the lightning damage dealt. In addition, you can spend a hit die to cast lightening bolt. CON is your spellcasting ability.
Clay
Spellcasting
Spells known
The Spells Known column of the Clay Golem Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Spellcasting ability – INT
Lvl
Cantrips
Spells
1
2
3
4
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
Slippery
Also at 3 level, any time you use your action to cast a cantrip, you can use your bonus action to disengage or to dash.
Haste
At 7 level you can cast haste by spending a hit die.
Slippery Strike
At 10 level, you can use your bonus action to dash or disengage when you cast a spell with your action. In addition, if you hit a creature with an attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Black Blood of the Earth
At 15 level, whenever you are subjected to acid damage, you take no damage and instead regains a number of hit points equal to the acid damage dealt. In addition, add acid splash to your list of cantrips.
Improved Haste
At 18 level when you spend a hit die to cast haste on yourself, you do not need to concentrate.
Stone
Adept Crafter
At 3 level, gain proficiency with 2 tools of your choice.
Right Tool for the Job
Also at 3 level, you can produce any tool from your substance at the end of a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Impassive
You gain resistance to psychic damage at 7 level. In addition, you can spend a hit die to cast slow. CON is your spellcasting attribute.
Crashing Charge
At level 10, you can use your bonus action to shove an enemy prone. In addition, your movement does not provoke attacks of opportunity from prone enemies, and if you spend at least 10 feet of movement moving through a prone enemy's space, that enemy takes 2d8 bludgeoning damage.
Master Crafter
Gain proficiency with every tool at level 15.
Juggernaut
At 18 level, you can spend a hit die to increase your size to large. If you do, you gain immunity to the prone condition, your movement through an enemy's space causes damage that counts as magical, and that movement deals an additional d8 of damage. Your change in size lasts for 1 minute for each hit die you spend and you can spend more than 1 hit die in this way.
Iron
Arsenal of Jagged Edges
At the end of a short or long rest, you can produce any simple or martial melee weapon from your substance. Though the product of magic, the weapons are nonmagical, and they vanish when you use this feature again.
Whirlwind of Ferrous Slashes
Also at 3 level, you can spend a hit die to make one weapon attack as a bonus action.
Improved Whirlwind
At level 7, weapons you create from your substance count as magical for purposes of overcoming damage reduction, and when you spend a hit die to attack as a bonus action, you instead make two weapon attacks.
Poison Breath
At 10 level, you can spend 5 hit dice to exhale poison in a 15 foot cone. Each creature in that area must make a Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. CON is the attribute for your save DC.
Magic Resistance
At level 15, you gain resistance to spells and their effect.
Fire Absorption
Whenever you are subjected to fire damage, you take no damage and instead regains a number of hit points equal to the fire damage dealt. You also regain a hit die any time you gain hit points in this way.
Does anyone know a class creator website like a template or math because did beyond only does sub classes
PM me TOMATO let the games begin
Thomas the train
Our Friend Bob
That is my oh so glorious nickname according to drummer
https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/173323-barbarian-wars
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I don't see the need to make "robot" a whole class. There are a couple of interesting ideas, but they could be better represented as racial feats. I should also point out that the class itself doesn't really do anything. You get proficiency in medium armor and martial weapons, as well as a d10 hit die, but there's not anything in the class that makes using weapons an actually good option. There are a number of other problems in the features which I can say if requested, but those problems pale in comparison to the lack of identity the class has.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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Would a taunt feature fix the issue of not doing anything?
You've taken Fighter which is the most weapon-combat-focused class in the game, taken away it's ability to be good at using weapons, and replaced that with some self-defensive options and a handful of awful spells.
If I made one of these and put it into combat as a level 7 character, it could make one longbow attack per Action, and that's it.... oh if I tool the Clay subclass I could cast Chill Touch. Outside of combat I could turn invisible and that's it.
The class is not good at taking hits, it is not good at using weapons, isn't good at skill checks, isn't good at casting spells, isn't able to heal itself or allies. It has amazing saving throws and resilience against conditions but those are passive defensive things. You've given it action surge but I struggle to think of two actions I would want to take on my turn...
What makes it fail at taking hits?
It has no heavy armor, no shields, and no features that support it tanking. Many of its features actively remove hit dice, and replacing Extra Attack with a horrible feature that gives you an average of 2.5 temporary hp doesn't help at all. The 20th level feature is a much worse version of an already pretty bad feature that Barbarians get at level 11. Anyways, whether or not it can take hits is irrelevant since no monster is going to hit it. Because it can't do anything.
If your goal is to make a class that can do nothing but take hits, then...
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)